mirror of https://github.com/PCSX2/pcsx2.git
GSdx: Remove fbmask handle in GSRendererDX.
It's already handled in texture shuffle code.
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@ -427,8 +427,6 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
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}
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}
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om_bsel.wrgba = ~GSVector4i::load((int)m_context->FRAME.FBMSK).eq8(GSVector4i::xffffffff()).mask();
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// vs
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GSDeviceDX::VSSelector vs_sel;
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@ -63,8 +63,6 @@ void GSRendererDX9::EmulateTextureShuffleAndFbmask()
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// It's still broken but more bearable. Broken effect is on the screen but fully instead of vertical lines.
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throw GSDXRecoverableError();
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} else {
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//m_ps_sel.fmt = GSLocalMemory::m_psm[m_context->FRAME.PSM].fmt;
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om_bsel.wrgba = ~GSVector4i::load((int)m_context->FRAME.FBMSK).eq8(GSVector4i::xffffffff()).mask();
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}
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}
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